public FortifyUnitCommand(
     IUnitFortificationLogic fortificationLogic, IAbilityExecuter abilityExecuter
     )
 {
     FortificationLogic = fortificationLogic;
     AbilityExecuter    = abilityExecuter;
 }
        public void InjectDependencies(
            AbilityDisplayMemoryPool abilityDisplayPool, ITechCanon techCanon,
            IPossessionRelationship <ICivilization, IUnit> unitPossessionCanon,
            IAbilityExecuter abilityExecuter, UnitSignals unitSignals
            )
        {
            AbilityDisplayPool  = abilityDisplayPool;
            TechCanon           = techCanon;
            UnitPossessionCanon = unitPossessionCanon;
            AbilityExecuter     = abilityExecuter;


            unitSignals.StoppedMoving.Subscribe(CheckForRefreshCondition);
            unitSignals.SetUpForBombardment.Subscribe(CheckForRefreshCondition);
        }
 public PillageUnitCommand(IAbilityExecuter abilityExecuter)
 {
     AbilityExecuter = abilityExecuter;
 }